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Wad-Cutter bullets - anyone heard of em?
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<blockquote data-quote="Petrosian" data-source="post: 647923" data-attributes="member: 1149"><p><strong></strong></p><p><strong>I would hazard a guess that any "extra attention to detail" rules add-on (whether we are talking about rules for ammo, poisons, magic, rituals, computers or whatever) implemented as well as you qualify this for ammo... logical, sound, true-to-genre AND balanced (all in one simple Kit!!!) ... would be an addition to any game that sees that aspect in general use.</strong></p><p><strong></strong></p><p><strong>I just so rarely see all four of those criteria met by a sub-element add-on that i rarely give it significant consideration. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /> This is part of the reason i shy away from too much detail. i find in a lot of cases that less is more, that if we dont get bogged down to differences in variances by grains, that the games play much more smoothly and keeps the focus on the more important elements, the characters, their choices and their impact.</strong></p><p><strong></strong></p><p><strong>As an example... i would much rather have a player say to me "Joshua will try and move to cover, someplace within pistol range" than have him say "Joshua will move to get 50% cover for the +2 to Ac so behind those crates since they are 3' tall and he wants to get to 32m so as to avoid the -2 more for being beyond 16" so he will take a round to push that crate 1 m closer."</strong></p><p><strong></strong></p><p><strong>FYI</strong></p><p><strong></strong></p><p><strong>I have the original UMF on a shelf. I picked it up back when i was buying Chameleon Eclectic's spy/agent/terrorism game... Millenium's End... if thats the right name. It was a real cool book as i recall. If i remember correctly it had a clear overlay for shot scatter that you would lay over your target's sil to see precisely where your shot landed.</strong></p></blockquote><p></p>
[QUOTE="Petrosian, post: 647923, member: 1149"] [B] I would hazard a guess that any "extra attention to detail" rules add-on (whether we are talking about rules for ammo, poisons, magic, rituals, computers or whatever) implemented as well as you qualify this for ammo... logical, sound, true-to-genre AND balanced (all in one simple Kit!!!) ... would be an addition to any game that sees that aspect in general use. I just so rarely see all four of those criteria met by a sub-element add-on that i rarely give it significant consideration. :-) This is part of the reason i shy away from too much detail. i find in a lot of cases that less is more, that if we dont get bogged down to differences in variances by grains, that the games play much more smoothly and keeps the focus on the more important elements, the characters, their choices and their impact. As an example... i would much rather have a player say to me "Joshua will try and move to cover, someplace within pistol range" than have him say "Joshua will move to get 50% cover for the +2 to Ac so behind those crates since they are 3' tall and he wants to get to 32m so as to avoid the -2 more for being beyond 16" so he will take a round to push that crate 1 m closer." FYI I have the original UMF on a shelf. I picked it up back when i was buying Chameleon Eclectic's spy/agent/terrorism game... Millenium's End... if thats the right name. It was a real cool book as i recall. If i remember correctly it had a clear overlay for shot scatter that you would lay over your target's sil to see precisely where your shot landed.[/b] [/QUOTE]
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